Combat_System

Overview

When you perform an attack, your character enters combat mode. While in combat mode, he can not run. The base duration of the combat timeout is 45 seconds. But the final figure should be smaller and depends on the Agility of the character and the combat bonus of the armor worn. In combat mode the character can also perform a variety of actions, such as using an active skill or inventory item.

The Combat Timeout of a character is equal to: 45 - AG - Bonus from Armor , in seconds.

Action Points

Main Page: Action Points

In real time, Action Points represent not only the amount of actions a character may perform at once, but the rate at which he performs each subsequent action. The amount of time it takes to restore all action points is the same regardless of how many you have. In other words, with more max action points you require less time to regenerate one action point.

Burst Fire

Some weapons have a "burst fire" capability, enabling them to fire several shots at once. As a general rule, bursts cannot be aimed and cost 1 more AP to perform. Certain big guns have a "short burst" capability. It requires a smaller amount of AP and spends less ammo than a full burst.

When firing a burst, each successive bullet is granted an additional 2% penalty to-hit . However, the system rolls for a critical hit on each separate bullet. In this case, the roll on the critical table is the same for the entire burst, while the damage multiplier is applied to each individual bullet that scores a successful critical hit.

In general, if the defender is adjacent to the bursting character, the weapon's entire stated payload should connect with the target. At any range greater than one hex, at most 1/3 of the total burst volley will hit the intended target.

Hex Attacks

Some weapons - particularly those with an explosive attack - have the ability to not only shoot at other characters, but shoot at locations on the map (this is accomplished by holding CTRL while the red crosshair cursor is visible). This also applies to explosive weapons that have burst capabilities, such as grenade launchers.

Hex attacks are capable of destroying some doors in the game world. After a while the door is restored.

Aimed Shots

To perform an aimed shot, the specific body part must be selected using either the game interface or a hotkey. Aimed shots require an additional 1 AP, but the chance to score a critical hit is increased, with different debilitating effects based on the body part targeted. Depending on the body part chosen, aimed shots incur a to-hit penalty on the attack. These penalties are as follows:


Limb Targeted Penalty To-Hit
Eyes -60%
Head -40%
Groin -30%
Arms -30%
Legs -20%



Critical Hits

Main page: Critical Hit

Critical Hits increase the damage of a hit and apply a variety of deadly effects.

Damage Types

There are 6 types of damage in the game:

  • Normal.
  • Laser.
  • Fire.
  • Plasma.
  • Electric.
  • Explosive.

Every Weapon deals a certain type of damage, just as every Armor has a certain degree of protection against that type of damage.

Death Threshold

The death threshold represents the amount of HP at which your character dies. Any HP score below 0 but above the death threshold results in the character being knocked unconscious until his HP is brought above 0 via healing or regeneration .

The death threshold for all players and NPC humanoids (including humans, ghouls, and mutants) is -20 hit points.

For nonhumanoid NPC creatures, the death threshold is 0 hit points.

Weapon Accuracy

The chance of landing a successful melee hit is equal to: Skill

The chance of landing a successful ranged hit is equal to: Skill + ((PE - 2) * 8) - (Range * 4)

Where Skill is the relevant skill of the weapon being used and Range is the distance (in hexes) to the target. The minimum chance to hit is always 5%; the maximum chance to hit is always 95%.

Mitigating Factors

  • The Sharpshooter perk increases Perception by 2 for the purposes of determining ranged chance to hit.
  • If the character is blinded, his effective Perception is 1 and he suffers an additional -25% chance to hit.
  • The weapon perk Accurate gives +40% chance to hit.
  • The weapon perk Long Range gives a bonus of ((PE - 2) * 8) to the final chance to hit.
  • The weapon perk Sniper Weapon gives a bonus of ((PE - 2) * 12) to the final chance to hit.
  • The defender's Armor Class grants a chance to avoid the attack completely.
  • The defender's Evasion skill may enable him to dodge the attack.

Weapon Damage

Upon a successful hit, the basic formula for damage is as follows:

Net Damage = (((RD + BD) * (AM * CM)) - (DT / TV)) * ((100 - (DR + RM + FB) / 100)

Where:

  • RD = Random number obtained from the base damage range of the weapon.
  • BD = Bonus damage from the Bonus Ranged Damage perk.
  • AM = The ammo multiplier.
  • CM = The critical multiplier, if the attack was critical .
  • DT = The defender's damage threshold . This can be reduced by an Armor Bypass .
  • TV = The threshold divider. This applies to most armor-piercing ammunition .
  • DR = The defender's damage resistance . This can be reduced by an Armor Bypass or Penetrate .
  • RM = The resistance modifer on the ammo.
  • FB = If the attacker has the Finesse trait, 30 is added to the defender's damage resistance. In the event of an Armor Bypass , this value is ignored.